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Alpha's Firefall Plume of liquid fire which strikes all in a 30-foot radius for 2d6 fire damage, and can strike any one creature within 60 feet for 4d10 damage. Plume lasts 1 minute. Aukloi's Metal Melt Melts metal object without heat. Chains of Vengeance Subject rendered helpless; takes fire damage each round. Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level. Fireflow* Control fire for 1 minute/level. Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level. Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level. Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures. Spark Creates a tiny spark. |
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Alpha's Aurora Borealis Ring of light, 1-foot/level radius, which fascinates 2 HD/level of creatures that view it, and deals damage to any that touch it. Continual Flame Makes a permanent, heatless torch. Control Light Adjust light levels up or down. Corpse Candle Incorporeal hand and candle reveals hidden creatures and objects. Darkfire As Produce Flame, but dark flames visible with Darkvision. Dark Flames Creates a flame of darkness that grants darkvision. Fiery Eyes Your eyes glow, illuminating area; focusing beams causes ignition. Gamma Burst Concentrated burst of intense radiation fills area for an instant. Gammacleanse Permanently reduces radiation in area to harmless levels. Gamma Zone Fills area with dangerous radiation for 1 day/level. Glow Ghostly greenish-purple radiance causes fear. Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead. Nystul's Radiant Arch@ Rainbow between your hands can shoot rays of various color, causing different effects, at enemies. Otiluke's Radiant Screen Colorful wall causes damage to creatures passing through it, of a type based on its color. Prismatic Eye Orb produces individual prismatic rays as touch attacks. Reverse Vision Dark becomes light, and colors reverse for subject. Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane. Static Veil Area resists scrying attempts. |
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Bottle of Smoke Creates a steed made out of smoke. Cloudkill Kills 3 HD or less; 4 to 6 HD save or die. Cloud of Doom Poisonous cloud forces all within to save or die. Crawling Darkness Cloud of tentacles provides concealment, skill bonuses, and several defenses. Doomtide Black mist obscures vision, dazes creatures. Filter Makes subject resistant to inhaled toxins. Fire Eyes You see through natural fire, smoke, and fog. Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels. Fog Cloud Fog obscures vision. Gas Cloud Creates invisible gas that can explode for 1d6 damage/level. Gaseous Form Subject becomes insubstantial and can fly slowly. Gaze Screen Subject has a 50% chance to avoid gaze attacks. Glitterdust Blinds creatures, outlines invisible creatures. Gloom Creates an area of shadowy "light" around a touched object. Incendiary Cloud Cloud deals 4d6 points of fire damage/round. Miasma Gas cloud suffocates target. Miasma Fog Cloud of fog deals 1d4 subdual damage/level. Mind Fog Subjects in fog get -10 WIS, Will checks. Pyrotechnics Turns fire into blinding light or choking smoke. Smoke Image Creates minor illusion of your design, out of smoke. Smoke Ladder Smoke transforms into ladder up to 10 feet long/level. Stinking Cloud Nauseating vapors, 1 round/level. |
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Dowsing Locates nearby sources of potable water. Easy Math Allows instant counting and distance calculation. Fine-Tuning Makes an instrument masterwork; +2 on Perform checks. Ghostharp Object records, plays a song at your command. Minor Disguise Makes slight changes to your appearance. Percussion Creates illusory drum accompaniment. Sneeze Causes target to sneeze. Songbird Perform and gain +1 on your next CHA check. |
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Ambient Song Masks bardic music effects as other sounds. Amplify Lowers Listen DC by 20. Aukloi's Quiet Contemplation Causes enemies to grow passive and philosophical. Belgos's Iron Horn Intense vibrations trip those in area. Braveheart Melody Increases Inspire Courage ability to +4/+2. Cheat Caster rerolls when determining the success of a game of chance. Clean Cleans grime and dirt from one object or person. Detect Gold Detects gold or other metals. Detect Psionics Detects powers and psionic items within 60 feet. Disappear Caster becomes invisible for 2 rounds. Disquietude Target avoids physical contact with others. Distort Speech Target's speech becomes unintelligible; hampers spellcasting. Flash Causes a flash of light that blinds enemies. Focusing Chant Improves concentration; +1 on attack rolls or selected checks. Guilt Cause a non-Good creature to pause for thought. Herald's Call Shout dazes those within 30 feet. Joyful Noise Negates magical Silence. Know Protections Determine target's defenses. Lullaby Makes subject drowsy; -2 on Spot and Listen checks, and Will saves against Sleep. Quick Sober Cures the target of alcoholic or other intoxication/drunkenness. Rabbit Feet Gives +2 bonus/level to Move Silently. Shade's Sight Creature touched may look from nearby shadows. Silent Sound Ranged touch attack, 1d6/level of sonic damage (max 5d6). Sorrow Subject takes -3 penalty on attacks, saves, and checks. Steal Sleep Transfers need to sleep to target creature. Unlight Prevents normal light from illuminating. |
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Addiction Subject becomes addicted to a drug. Alibi Distorts memories of witnesses. Arrow Flurry Transforms a single fired arrow into three. Battlecry Cone area effect that stuns opponents. Circle Dance Indicates direction to known individual. Cloud of Bewilderment Stun and blind targets. Crescendo Grants increasing bonus on attack rolls. Dance of Ruin Nondemons take 2d20 damage. Death's Eyes View the last minutes of a corpse's life from its view. Dolomar's Force Wave Pushes away surrounding objects and creatures. Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level. Ehkahk's Prank Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell. Ever Scent Creates an illusory smell. Extract Drug Creates drug from inanimate object. Fortissimo Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks. Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level. Gloom Creates an area of shadowy "light" around a touched object. Harmonize Pools talents of multiple Bards to grant one of them extraordinary ranks in Perform. Intoxicate Causes intoxication ability penalties and possible unconsciousness. Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level. Nightmare Lullaby Target is confused as long as you concentrate +2 rounds. Phantom's Howl Cry that causes foes to be shaken, stunned, or paralyzed. Portal Alarm As Alarm, but specifically wards a dimensional or planar portal. Rend the Sovereign Soul Weakens victim's Will to resist. Song of Festering Death Subject takes 2d6 damage per round while caster concentrates. Song of Heroes Bardic song gives allies +3 to attack, damage, and saving throws. Summon Instrument Conjures one instrument of the type the caster favors. Wave of Grief All within cone take -3 penalty on attacks, saves, and checks. |
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Analyze Portal Detects and analyzes portals within 60 feet. Assassin's Senses Increases caster's critical threat range and multiplier by one. Blunt Weapon Halves base damage of slashing or piercing weapons. Curse of Mob Make a person deathly afraid of something harmless. Curse of the Putrid Husk Subject is unconscious for 1d10 minutes. Dirge of Woe Causes nearby creatures to lapse into despair. Dragonskin Your body is covered in dragon scales, granting you armor and energy resistance. Greater Sleep As Sleep, but affects more creatures. Haunting Tune 1 target/level becomes Shaken. Healthful Slumber Doubles natural healing rate. Hymn of Praise Grants +1 caster level to Good-aligned divine spellcasters. Improved Alarm As Alarm, but can detect extraplanar intruders. Infernal Threnody Grants +1 caster level to Evil-aligned divine spellcasters. Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks. Mind Raid Allows reading of deep thoughts. Portal Chant Teleport target to random safe place within 100 feet. Puppeteer Target mimics your actions. Reveille Target dead creature speaks a short sentence about what caused its death. Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks. Stunning Screech All within 30 ft. are stunned for 1 round. Unbuckle Unfastens all buckles in area. Weapon of Impact As Keen Edge, but aids blunt weapons. Wounding Whispers Sonic aura damages foes that strike you. Zaekoisy's Translator Gives complete understanding of one language. |
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Allegro Doubles speed and maximum jumping distance. Choir Creates illusory accompanists; +2 on Perform checks. Drinking Song Intoxicate subjects in target area. Ethereal Mount Quasi-real mount reduces travel time on the Ethereal Plane. Follow the Leader Causes 1 HD/level of creatures to follow. Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts. Harmonic Chorus Increases save DCs of target's spells by 1d4+1 and damage dealt by such spells by +1/die. Improved Portal Alarm As Portal Alarm, but for 8 hours/level, and the recipient of the alarm (not necessarily you) receives more information. Know Vulnerabilities Determine target's vulnerabilities and resistances. Listening Coin Allows remote eavesdropping. Mind Over Matter Aids concentration to ignore distractions. Song of Lyre Bardic song aids divine spell recovery. Spectral Weapon Creates a quasi-real weapon. Speechlink You and the target can verbally communicate at any distance. Stone Shatter Shatter a stone object or creature. Strife Victim sees allies as deadly enemies. War Cry You gain +2 morale bonus on attacks and damage, plus panic melee opponents. Zone of Silence Keeps eavesdroppers from overhearing conversations. |
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Doomwail Victims must make Will saving throws or be deafened or paralyzed. Improvisation Applies +2 points/level of luck bonuses to selected checks or attacks. Inquisition Target must answer three questions truthfully. Morality Realized Subject becomes good. Morality Undone Subject becomes evil. Otto's Resistable Dance Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks. Quelabi's Dance of Seduction Charms all who view the dancer. Revive Ally Slain ally is restored to life for 1 minute/level. Song of Discord Forces targets to attack each other. Soul Shackles Imprisons soul of dead creature in talisman, from which caster can question it. Wail of Doom Forces target to flee; 1d4 damage per caster level, -2 penalty on saving throws. |
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Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action. Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders. Declaration of Death Convinces a single creature that it has died. Dirge of Doom Enemies suffer 2 points of STR and DEX damage per round. Fanfare Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects. Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects. Insidious Rhythm Implants melody in subject's mind; -4 penalty on INT-based skill checks, requires Concentration checks for spellcasting. Midnight's Reverse Illusion A real object is cloaked by illusion. Protege Grants another creature bardic abilities. Seal Gate Permanently seals a Gate or extradimensional portal. Song of Champions Bardic song gives additional temporary feats. Sympathetic Vibration Inflicts 1d10 damage/round on a freestanding structure. Wave of Pain Stuns all within cone for 1 round/2 levels. |
Note: New clerical Domains are listed in the Gods and Religion document.
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Bleeding Disease Initiates a contagious sickness in a random individual. Clean Cleans grime and dirt from one object or person. Clock Gives time of day down to the second. Detect Disease Detects disease in one creature or object. Minor Dark Cure Subject gains 1 temporary hit point; subject must save or be unaffected by healing. Preserve Organ Protects one detached organ from decay for 24 hours. Quick Sober Cures the target of alcoholic or other intoxication/drunkenness. Shagrox's Skull Snare A single skull guards an area for you. Shockwave Knock a foe prone from a distance by punching the ground. Slash Tongue Subject takes -1 penalty on attacks, saves, and checks for 1 round. Unlight Prevents normal light from illuminating. |
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Angry Ache Subject takes -2 penalty on attack rolls. Burial Blessing Prevents a corpse from rising as undead. Change Color Permanently change the colors of one nonliving object. Compass Magical line points the way to named direction or place. Detect Psionics Detects powers and psionic items within 60 feet. Drug Resistance Subject is immune to addiction. Extract Drug Creates drug from inanimate object. Faith Healing Cures 8 +1/level (max +5) to worshipper of your patron. Grim Feast Regain hit points by draining fresh corpses. Guilt Cause a non-Good creature to pause for thought. Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead. Heartache Subject helpless for 1 round. Lesser Dark Cure Subject gains 1d8 +1/level (max +5) temporary hit points, but must save or be unaffected by healing. Lucky Touch Allows the choice of two outcomes when rolling a die. Luumpho's Empathic Resonance The subject experiences the emotions of those whom he wrongs. Minor Symbol of Divinity Creates minor magical protections within a small area. Nexus's Gentle Reminder Target is dazed 1 round, -1 on attacks, saves, and checks the next, and +2 to STR. Portal Beacon Dimensional or planar portal sends out mental call to you and up to five others. Prevarication's Bounty Causes the tongue of the victim to swell when he or she lies. Protection From Undead Target is warded from attacks by undead. Regenerate Light Wounds Target heals 1 hp/round. Sacrificial Skill Caster gains +5 bonus on Knowledge (Religion) checks made during sacrifice. Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent. Slow Consumption Caster absorbs health and sustenance from helpless subject. Smite Invokes the Smite [Opposing alignment] power. Sorrow Subject takes -3 penalty on attacks, saves, and checks. Spider Hand Caster's hand becomes a Small monstrous spider. Stupor One helpless subject is put in a state that allows it to be moved but take no other actions. Suspend Disease Keeps disease from harming creature for 24 hours. Tongue of Nexus Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks. Vision of Glory Target gains +1 morale bonus on next saving throw. Weapon Attractor Attacks are drawn to the subject creature, dealing more damage. Weapon Oath Prepare one weapon for combat against a particular foe. Wieldskill Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency. |
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Addiction Subject becomes addicted to a drug. Assassin's Senses Increases caster's critical threat range and multiplier by one. Aura Against Flame Ignore 12 fire damage/round and extinguish fires. Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level. Body Blades You attack as if armed, deal bonus damage, harm grapplers. Bones of Stone Target skeletons get +3 armor bonus to AC. Brambles Blunt wooden weapon +1 attack, +1/level damage (max +10). Create Spring Creates a spring of fresh water. Curse of Deceptor Subject suffers -3 penalty on attacks, saves, and checks. Dance of Ruin Nondemons take 2d20 damage. Darkbolt Deals 1d8 damage/2 levels and stuns for 1 round. Dark Cure Subject gains 2d8 +1/level (max +10) temporary hit points, but must save or be unaffected by healing. Death's Eyes View the last minutes of a corpse's life from its view. Divine Flame Wards area against cold creatures. Divine Zephyr Wards area against fire creatures. Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level. Ehkahk's Prank Confuses the magic of a spellcaster, causing him/her to discharge the wrong spell. Enhance Magical Flow Your spells have +1 to their save DC for 10 minutes/level. Eyes of the Law You learn the laws, rules, and mores of one society. Filter Makes subject resistant to inhaled toxins. Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level. Gaze Screen Subject has a 50% chance to avoid gaze attacks. Gloom Creates an area of shadowy "light" around a touched object. Hand of Divinity Gives +2 sacred or profane bonus to worshipper of your patron. Knife Spray Cone of droplets, 1d6 +1/level damage (max +5). Know Motivation Sense basic needs and emotions of creatures. Locate Corpse The cleric is able to locate a corpse. Luthor's Balance Protects willing recipient from emotional biases. Misfortune Bestows a brief bout of ill fortune upon the subject. Nandra's Touch Target rages as a Barbarian. Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level. Rebuke Verbal rebuke stuns creature for 1 round. Rend the Sovereign Soul Weakens victim's Will to resist. Sap Strength Subject becomes exhausted. Sleep of the Dead Feign death. Slightly Improved Change Color As Change Color, but works on creatures as well. Sound Beam Deafens creatures and deals 2d4 damage to each. Spectral Stag Phantom stag can bull rush and be a mount. Spell Shield Target gains +3 resistance on saving throws against spells and spell-like abilities. Spider Legs Caster grows long spider legs that have a speed of 30 feet and move on vertical surfaces. Spores of the Vrock All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds. Static Veil Area resists scrying attempts. Strengthen Soul Strengthens recipient's Will to resist. Venom's Potency Increases a natural poison's DC. Warning Subject gets +4 to Listen and Spot and retains DEX bonus to AC when flat-footed. Wave of Grief All within cone take -3 penalty on attacks, saves, and checks. Wither Limb Caster reduces subject's speed to 5 ft. or makes it impossible for subject to use objects or cast somatic spells. |
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Animal Spy Sends a Tiny animal on a 3-step mission. Attune Form As Avoid Planar Effects, but for 2 hours/level. Banish Shadow Sends a shadow creature back to its home. Beastmask Animals and beasts think subject is one of them. Blessed Aim Allies receive a +2 morale bonus on ranged attacks. Briar Web As Entangle, but thorns deal damage each round. Castigate Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds. Cenob's Torments Victim takes subdual damage and suffers penalties from pain. Chain of Eyes Scrying sensor passed along by touch. Circle Dance Indicates direction to known individual. Circle of Nausea Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks. Clutch of Cenob Deals 1d3 points of damage each round and paralyzes foe while caster concentrates. Curse of Mob Make a person deathly afraid of something harmless. Curse of the Brute Up to +1/level STR, DEX, or CON; both INT and CHA down the same. Darkfire As Produce Flame, but dark flames visible with Darkvision. Dark Way Creates temporary unbreakable bridge supporting up to 200 pounds/level. Detect Curse Detects curses on one person or object. Devil's Eye Caster can see in even magical darkness, up to 30 feet. Divine Raiment Opponents can't attack you, but you can attack. Eyes of the Zombie Caster sees through a zombie's eyes. Forceward Creates sphere that prevents intrusion. Greater Dark Cure Subject gains 3d8 +1/level (max +15) temporary hit points, but must save or be unaffected by healing. Interplanar Message Short message finds the target creature on any plane connected to the Astral. Invigorate Dead Restores some life to one dead creature. Invisibility To Enemies Hostile creatures can't perceive 1 subject/level. Leia's Copier Copy nonmagical text. Lesser Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 10 minutes/level. Lesser Telepathic Bond Link with subject within 30 feet for 10 minutes/level. Life Force Transfer Heal others by harming yourself. Masochism For every 10 hp damage caster takes, he or she gains +1 on attacks, saves, and checks. Mass Resist Elements As Resist Elements, but affects one subject/level. Mind Raid Allows reading of deep thoughts. Mystic Lash Ranged touch deals 1d8 +1/2 levels electrical damage, plus stunning. Mystic Mace Force effect damages target or absorbs spell. Nexus's Mild Admonishment Target is dazed 1d4 rounds, then -1 on attacks, saves, and checks and +2 to STR. Personal Log Writes account of a willing recipient's life into a book, for 1 day/level. Positive Energy Protection Subject resists magical healing and regeneration, and Turning attempts. Regenerate Moderate Wounds Target heals 2 hp/round. Remedy Wounds Target gains Fast Healing 2 for 10 rounds +1 round/2 levels. Sacred Weapon Summons weapon that inflicts 1d10 damage and causes deafness. Sadism For every 10 hp damage caster deals, he or she gains +1 on attacks, saves, and checks. Safety Learn the most direct path to a safe area while on another plane. Shadow Touch Caster has STR-draining touch. Shriveling Subject takes 1d4 damage per level. Spikes As Brambles, but +2 attack, and lasts longer. Substitution Half the damage you take is transferred to a figure of your patron. Sunspear Creates a spear of light that heals or inflicts 2d4+2/level when thrown. Sweet Water Creates a well to fresh water up to 100 feet down. Sword Stream As Knife Spray, but 1d8 and max +10. Understand Device Gain +20 on Use Ancient Device checks, and you can make untrained Craft (Technology) and Disable Device checks (or get +4 bonus if you have either or both skills). Unliving Weapon Undead subject explodes for 1d6 damage/2 levels when struck or at a specific time. Venom's Wounding Causes wounds to bleed for 1d6 points of damage per round for 1 round/level. Vile Lance Creates +2 Shortspear that deals Vile damage. Weapon of Impact As Keen Edge, but aids blunt weapons. Wrack Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes. Zaekoisy's Zone of Revelation Reveals all invisible and extraplanar creatures and objects within the area. |
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Beast Claws Your hands become slashing weapons (1d6). Blindsight Grants the Blindsight ability for 1 hour/level. Bones of Iron Target skeletons get +5 armor bonus to AC. Claws of the Savage Subject gains claws that deal damage based on size. Cloak of Righteousness Creates shining raiment, blinding opponents and encouraging allies. Cloud of Hate Creatures within cloud make Will saves or attack each other in blind rage. Condemned Target becomes unaffected by magical healing. Control Light Adjust light levels up or down. Damning Darkness Darkness deals either 2d6 or 1d6 damage per round. Discern Shapechanger Penetrates disguises and shape changes. Dispel Psionics Cancels psionic powers and effects. Doomtide Black mist obscures vision, dazes creatures. Dream Sight Your spirit can hear and see at a distance for 1 minute/level. Ether Blast Ether cyclone centered on you affects creatures on the Ethereal Plane. Fatigue Creature touched becomes fatigued. Favor of Thero Target becomes immune to subdual damage and pain, or you switch hp totals with target. Forced Manifestation Force a creature on a coterminous or coexistent plane into yours. Gaeya's Purging Painfully forces shapeshifters to resume their proper forms. Greater Magical Flow As Enhance Magical Flow, but bonus is +2 DC. Hand of Justice Immobile zone of warding stuns those of different patrons. Harrier Summons an incorporeal bird of prey to fight for you. Heal Dead Repairs all damage to one dead body, without restoring life. Holy Channel Allows healing spells to be cast at range. Identify Transgressor Caster learns the identity of one person. Ironheart Grants recipient +5 bonus that can be distributed among future saving throws. Know Vulnerabilities Determine target's vulnerabilities and resistances. Lesser Black Cure Subject gains 4d8 +1/level (max +20) temporary hit points, but is unaffected by healing. Mind Over Matter Aids concentration to ignore distractions. Psychic Poison Poisons those casting divination or mind-affecting spells at object, creature, or area. Recitation Allies gain +2 or +3 on attacks and saves, and enemies suffer -2. Remove Fatigue Removes effects of fatigue as 8 hours of rest. Revive Ally Slain ally is restored to life for 1 minute/level. Seal Portal Seals one portal until a condition is met. Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane. Skull of Secrets Intangible skull stores message and can be triggered to breathe fire. Stop Heart Subject drops to -8 hp immediately. Sustain Recipients need no food or drink for 6 hours/level. Unfailing Endurance +4 bonus against weakness or fatigue, endurance bonuses. Unholy Channel Allows inflict spells to be cast upon target at range. Wall of Chaos/Evil/Good/Law As Magic Circle Against Law/Good/Evil/Chaos (in that order), except as a one-sided wall. Weapon of the Deity +1 to your weapon's attack and damage, plus a special ability. Weather Eye Forecast natural weather for one week/level. Zaekoisy's Translator Gives complete understanding of one language. |
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Advice Subject follows your advice, even if complex or self-destructive. Bear's Heart One ally/level +4 STR and +1d4/level hit points. Black Mulching Damages and kills plants within the area, which you can move while the spell lasts. Blight Deals 1d6/level to a plant creature, or blights a 100-ft. spread. Blood of Fire Four blood missiles deal 2d8 damage each. Brothers in Arms Allies exchange hit points and STR between themselves. Charnel Fire Consumes one corpse or undead creature. Crawling Darkness Cloud of tentacles provides concealment, skill bonuses, and several defenses. Divine Agility Subject gains Reflex save bonus, 18 DEX, and Spring Attack. Doomwail Victims must make Will saving throws or be deafened or paralyzed. False Sending As Sending, except caster imitates someone else. Group Log As Personal Log, but up to 1 recipient/2 levels. Heartclutch Subject dies in 1d3 rounds or takes 3d6 damage +1/level. Imbue Shadow Turns an ordinary shadow into a shadow creature. Inquisition Target must answer three questions truthfully. Lycanthropy Transforms one creature into a werebeast. Monstrous Regeneration Grants the regeneration ability for 1 round/2 levels. Morality Realized Subject becomes good. Morality Undone Subject becomes evil. Nexus's Stern Reproof As Nexus's Mild Admonishment, but target must save or die. Regenerate Serious Wounds Target heals 3 hp/round. Spell Phylactery Scroll activates upon you if conditions are met. Strife Victim sees allies as deadly enemies. Wall of Ooze Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it. |
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Black Cure Subject gains temporary hit points equal to its normal maximum, but is unaffected by healing. Cloud of the Achaierai Cloud deals 2d6 damage plus Confusion. Coma Puts subject in a coma for 1 hour/level. Cure Radiation Cures radiation sickness. Dark Water Imbues water with negative energy. Elemental Immunity Subject is immune to damage from one form of elemental energy. Lightning Storm Causes an electrical storm that the caster can control. Mass Manifestation As Forced Manifestation, but affects all creatures within area. Paradox's Triad Cast a prepared spell three times. Pass the Years Ages target by 1d10 years. Regenerate Critical Wounds Target heals 4 hp/round. Revive Outsider As Raise Dead, but affects Outsiders. Sacrificial Heart Kills a target by delivering its heart into your hand. Seal Gate Permanently seal a Gate or extradimensional portal. Snare Astral Traveler Captures one astral creature and holds it motionless. Spellmantle As Spell Immunity, but negated spells trigger a helpful spell on the target. Stone Walk Linked areas allow multiple teleportations. Suppress Glyph You notice but do not trigger magical writing traps. Thousand Needles Subject takes 2d6 damage and a -4 penalty on attacks, saves, and checks. Undeath to Death Destroys 1d4 HD/level undead (max 20d4). Vulnerability Reduces an opponent's Damage Reduction. |
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Bestow Greater Curse Subject takes -6 penalty to two abilities; -8 penalty on attacks, saves, and checks; or 75% chance of taking no action. Chimes of Doom Seven chimes get louder, do progressively more damage. Daggers of Nandra Creates a cloud of tiny blades that inflict 1d4 points of damage per round. Damok's Spell Shield Subjects gain +12 +1/level SR. Fiendish Clarity Caster sees in even magical darkness, Sees Invisible up to 60 feet, and can Detect Good. Fortunate Fate Target immediately receives a Heal if killed by damage. Greater Healing Circle Heals 2d8 +2/level damage in all directions. Holy Star Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire. Imprison Soul Traps soul in a small object, and victim takes 1d4 CON damage per day. Incite Enlist a large group to achieve a specified goal. Nexus's Wrathful Castigation Target dies or may be dazed and -4 on all saves for 1 round/level. Righteous Wrath of the Faithful As Aid within 30 feet, followers of your deity receive more. Slime Wave Creates a 15-foot spread of green slime. Wretched Blight Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds. |
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Befoul Large amount of water becomes poisonous. Bodak Birth Transforms a willing subject into a bodak. Brain Spider Eavesdrop on thoughts of up to eight other creatures. Chain of Tinnabula Creates plague of Insanity passed by touch. Compel Changes the alignment of one creature. Death Pact -2 to CON, in exchange for effects of Word of Recall, Raise Dead, and Heal. Dimensional Lock Teleportation and other forms of dimensional travel are blocked for 1 day/level. General of Undeath Increases your maximum HD of controlled undead by 10 times your level. Lesser Avatar Allows cleric to take on aspects of the patron deity. Pestilence Subject gains a disease, as do all who touch him or her. Recall Champion Call a dead hero to aid you. Stormrage Fly, Wind Wall, protection from strong winds, and make electrical attacks. Strength of Thero Target receives a +1/level bonus to STR. |
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Despoil Kills plants, damages objects in 100-ft. radius/level. Gammacleanse Permanently reduces radiation in area to harmless levels. Genocide Missile strikes one victim, then splits to hit more of the same race. Incapacitate Reduces all of target's ability scores to 3, and removes all but 1d4 hp. Shatter Soul Kills a target and fragments its soul. Spread of Savagery Creatures within 10 ft./level become hostile and savage. Undeath's Eternal Foe Targets receive Negative Energy Protection and immunity to most undead special attacks. Were-Doom 1d4 creatures are infected with lycanthropy. |
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Adhere to Wood Caster's skin sticks to wooden surfaces. Animal Trick Animal companion performs a trick. Chill/Warmth Slowly raises or lowers temperature. Create Rock Ranged attack on target for 1d3 damage. Darkseed Slow-kills plants. Dawn Awakens sleeping creatures. Daze Animal Animal loses one action. Fire Eyes You see through natural fire, smoke, and fog. Naturewatch As Deathwatch, but only for animals and plants. Ram's Might Your hands become harder and your unarmed attacks inflict normal damage. Scarecrow Animal becomes Shaken. Shockwave Knock a foe prone from a distance by punching the ground. Sneeze Causes target to sneeze. Spark Creates a tiny spark. |
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Aukloi's Quiet Contemplation Causes enemies to grow passive and philosophical. Blinding Spittle Ranged touch attack makes subject blind. Bouyancy Net Target is forced to the water's surface. Camoflage Grants +10 on Hide checks. Claws of the Beast Your hands become 1d6 weapons. Compass Magical line points the way to named direction or place. Drug Resistance Subject is immune to addiction. Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead. Hawkeye Increases range increments. Minor Symbol of Divinity Creates minor magical protections within a small area. Power Sight Determines a creature's HD or level. Regenerate Light Wounds Target heals 1 hp/round. Sandblast Creates a brief sandstorm in an arc. Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent. Speed Swim Target gains Swim speed 30. Spider Hand Caster's hand becomes a Small monstrous spider. Suspend Disease Keeps disease from harming creature for 24 hours. Venom's Potency Increases a natural poison's DC. Wood Wose Summon minor nature spirit. |
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Adrenaline Surge Grants each of your summoned creatures +4 STR. Animal Infusion Gain the power of an animal. Animal Reduction Animal shrinks in size. Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level. Blood Frenzy Rage gives +2 to STR and CON, +1 on Will saves, and -1 to AC. Body of the Sun Fire and light extend 5 ft. from caster's body. Briar Web As Entangle, but thorns deal damage each round. Circle of Sounds Allow those touched to speak via bird and animal sounds. Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles. Cold Snap Numbs and injures an opponent with bone-chilling cold. Creeping Cold Deals progressive damage from cold (+1d6/round). Decomposition Wounded creatures suffer 1 extra hp/round. Earthfast Double Hardness and hit points of stone structure or rock formation. Easy Trail Makes a trail easier to track. Flame/Frost Weapon Sheaths weapon in fire or ice. Frog Tongue Transforms tongues into those of giant frogs, which may be used to attack enemies. Green Blockade Creates a wall of vegetable matter. Hunter's Stalk Provides concealment in rustic surroundings. Master Air You sprout insubstantial wings and can fly. Might of the Oak Grants +4 STR, -2 DEX. One With the Land Link with nature gives a +2 bonus on nature-related skill checks. Persistence of the Waves Grants +4 CON, -2 STR. Regenerate Moderate Wounds Target heals 2 hp/round. Scent Grants the Scent ability for 1 hour/level. Share Husk See and hear through the senses of a touched animal. Speed of the Wind Grants +4 DEX, -2 CON. Spider Legs Caster grows long spider legs that have a speed of 30 feet and move on vertical surfaces. Stick Servant Create a servant out of sticks. Swift Water Enhances the speed of boats and ships. Wolf's Cry Causes animal attackers to flee, imposes -1 attack penalty on intelligent foes. |
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Animal Spy Sends a Tiny animal on a 3-step mission. Attune Form As Avoid Planar Effects, but for 2 hours/level. Beast Soul Borrow the abilities of a willing animal. Blindsight Grants the Blindsight ability for 1 hour/level. Bottle of Smoke Creates a steed made out of smoke. Circle Dance Indicates direction to known individual. Countermoon Stops lycanthropic shapechanging for 12 hours. Embrace the Wild The caster gains an animal's senses and skills. False Bravado Causes false Barbarian rage. Firelight's Farstrike Creates a bolt of flame with exceptional range. Gaeya's Exile From Nature Subject is cursed so that wilderness activities are more difficult. Healing Sting Touch deals 1d6 +1/2 levels; caster gains damage as hp. Infestation of Maggots Maggotlike creatures deal 1d4 CON damage every round. Joran's Totemic Transformation Grants caster powers of totem animal. Listening Ringworm Creates a worm parasite in the target that transmits sound to the caster. Mark of Air +2 to DEX, can create shield of air for +5 AC. Mark of Earth +2 to STR, can throw mass of rock. Mark of Fire +2 to DEX, can cast a ray of fire. Mark of Frost +1 to AC, can throw spear of ice. Mark of Water +2 to CON, can cast a stream of water for damage. Nature's Favor Target animal gains attack and damage bonus of +1/2 levels. Pressure Sphere Increases water pressure to damage targets. Quillfire Your hand sprouts poisonous quills useful for melee or ranged attacks. Regenerate Ring One creature/two levels heals 1 hp/round. Snakebite Your arm turns into poisonous snake you can use to attack. Standing Wave Transports across water. Thorn Throw A cone of thorns causes 1d6 hit points/level minus AC. Tortoise Shell Large shell provides cover or shelter. Wall of Hornets You summon a wall of stinging, poisonous hornets. |
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Beget Bogun Creates a natural homunculus. Black Mulching Damages and kills plants within the area, which you can move while the spell lasts. Blight Deals 1d6/level to a plant creature, or blights a 100-ft. spread. Feathers Polymorphs willing creature into a bird. Forestfold Grants +20 on Hide and Move Silently checks. Gaeya's Purging Painfully forces shapeshifters to resume their proper forms. Gluttony Fills targets with ravenous hunger for 1 minute/level. Jaws of the Wolf One carving/2 levels turns into a wolf with SR 13 and Frightful Presence. Land Womb You and one creature/level hide within the earth. Languor Causes short-term STR loss and slowing. Last Breath Creature killed within 1 round returns to 0 hp. Live Wood Regenerates damage done to wooden items or creatures. Mass Calm As Calm Animals, but affects any number of targets. Mass Camoflage As Camoflage, but affects all in range. Miasma Gas cloud suffocates target. Mind Over Matter Aids concentration to ignore distractions. Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter. Nature's Balance You transfer 1d4+1 ability score points to the target for 1 hour/level. Regenerate Serious Wounds Target heals 3 hp/round. Shadowblast Flash of light destroys all links to the Plane of Shadow in its area, and stuns natives of that plane. Tattoo Item Changes one item into a tattoo on the subject's body. Touch of the Eel Electrifies target's body, doing damage to any creature that touches it. Waterball Splash deals subdual damage. Wind at Back Doubles overland speed of targets for 1 day. |
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Big Sky Sky spirits cause fear. Binding Winds Sound cannot penetrate to or from target, and -2 on ranged attacks. Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal. Breath of Truth Reveals illusions. Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water. Druid Grove Trees store spells for 24 hours. Echo Skull See, hear, and speak through a prepared animal skull for 1 hour/level. Greater Mark of Air As Mark of Air, but subject can fly and can create a Wind Wall. Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage. Greater Mark of Fire As Mark of Fire, but subject has greater resistance and can cast a Fireball. Greater Mark of Frost As Mark of Frost, but subject has greater damage reduction and can cast a "coldball." Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface. Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level. Gutroot Causes plant matter in the stomachs of enemies to sprout and grow. Kiss of Death Creates reusable poison, delivered by touch attack. Living Pyre Creature bursts into flames and suffers 2d6 Fire damage per round. Mass Trance As Animal Trance, but affects any number of targets. Memory Rot Spores deal 1d6 INT drain to target, plus 1 INT/round. Regenerate Critical Wounds Target heals 4 hp/round. Ship Snare Creates a magic trap to slow sea vessels. Vine Mine Vines grow rapidly, giving various effects. Wind Tunnel Ranged weapons gain +10 bonus and double range increment. |
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Contagious Touch Infects one touched creature/round with chosen disease. Crumble 1d6/level (bypassing Hardness) to manufactured object or structure. Drown Creature's lungs fill with water. Greater Call Lightning As Call Lightning, but produces twice as many bolts. Mandragora Deafens those who fail Will saves, grants True Seeing to others. Power Word, Thunder Causes a clap of deafening thunder. Protection From All Elements Reduces the effects of all elemental spells. Regenerate Circle One creature/two levels heals 3 hp/round. Seal Gate Permanently seals a Gate or extradimensional portal. Serpent Hands Turns caster's fingers into venomous snakes. Stonehold Stony arm trap grapples and damages creatures. |
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Aura of Vitality Subjects gain +4 to STR, DEX, and CON. Brilliant Aura Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels. Cloudwalkers Clouds support creatures, allowing flight. Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level. Freeze Target is frozen solid. Greater Creeping Cold As Creeping Cold, but has a higher damage cap. Master Earth Travel through the earth to any location. Pestilence Subject gains a disease, as do all who touch him or her. Poison Vines As Vine Mine, but the vines are poisonous. Slime Wave Creates a 15-foot spread of green slime. Storm Tower Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement. |
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Bombardment Falling rocks deal 1d8 damage/level and bury targets. Coccoon Paralyzes and drains levels from target. Greater Regenerate Circle One creature/level heals 4 hp/round. Grove of Serenity Creates a small grove of trees that provides rest and healing. Mass Awaken One animal or tree/three levels gains human intellect. Speak With Anything Allows conversation with any creature or object. |
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Cast in Stone Petrifying gaze attack. Epidemic Infects subject with chosen disease, and subject can infect others. Fossilize Kills subject creature and petrifies it simultaneously. Gaeya's Fury 1d6 damage per five levels over a very large area. Invulnerability to Elements Grants immunity to energy damage. Lookingglass Connects two mirrored surfaces for Clairvoyance and transport. Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level. Nature's Avatar Target animal gains +10 attack and damage bonus, Haste, and +1d8 temporary hit points/level. Thunderswarm Deals 16d8 points of lightning damage, plus bursts. True Reincarnate As Reincarnate, plus remains aren't needed and some choice of form exists. |
Spells are listed by elemental school within each level. Spells of the Universal school are allowed to every Elementalist, regardless of his or her chosen element. Spells from the Player's Handbook are listed in red.
Note: For the purposes of protection against various elements (for instance, Endure Elements), Air Elementalists can protect vs. Electricity and Sonic, Water vs. Cold and Acid, Earth vs. Acid and Fire, and Fire vs. Electricity and (obviously) Fire.
| Air |
Daze Subject gains +1 on saves. Ghost Sound Figment sounds. Jolt Ranged touch attack deals 1d3 electrical damage. Mage Hand 5-pound telekinesis. Sneeze Causes target to sneeze. Seltzer Spray 10-foot cone deals 1d3 subdual damage. |
| Fire |
Chill/Warmth Slowly raises or lowers temperature. Fire Eyes You see through natural fire, smoke, and fog. Flare Dazzles one creature (-1 attack). Light Object shines like a torch. Ray of Heat Ray deals 1d3 heat damage. Spark Creates a tiny spark. |
| Earth |
Acid Splash Missile deals 1d3 acid damage. Animate Animal One dead Tiny animal becomes a skeleton or zombie under your control. Create Rock Ranged attack on target for 1d3 damage. Detect Poison Detects poison in one creature or small object. Mending Makes minor repairs on an object. Resistance Subject gains +1 on saving throws. Shockwave Knock a foe prone from a distance by punching the ground. |
| Water |
Acid Splash Missile deals 1d3 acid damage. Clean Cleans grime and dirt from one object or person. Create Water Creates 2 gallons/level of pure water. Cure Minor Wounds Cures 1 point of damage. Dowsing Locates nearby sources of potable water. Ray of Frost Ray deals 1d3 cold damage. Seltzer Spray 10-foot cone deals 1d3 subdual damage. Spill Container of liquid tips over and spills contents. Splash Splash in liquid can distract or damage nearby creature. |
| Univ |
Arcane Mark Inscribes a personal rune (visible or invisible). Detect Magic Detects spells and magic items within 60 feet. Read Magic Read scrolls and spellbooks. |
| Air |
Disappear Caster becomes invisible for 2 rounds. Feather Fall Objects or creatures fall slowly. Hypnotism Fascinates 2d4 HD of creatures. Jump Subject gets +30 on Jump checks. Lesser Electric Orb Ranged touch, 1d8 electrical damage, +1 orb/two levels above 1st (max +4). Lesser Sonic Orb Ranged touch, 1d8 sonic damage, +1 orb/two levels above 1st (max +4). Obscuring Mist Fog surrounds you. Scatterspray Targeted items scatter in a burst dealing 1d8 normal or subdual damage. Shocking Grasp Touch delivers 1d8+1/level electrical damage. Smoke Ladder Smoke transforms into ladder up to 10 feet long/level. Sonic Boom Target takes 1d4/2 levels sonic damage plus deafness. Tenser's Floating Disk 3-foot diameter horizontal disk that can hold 100 pounds/level. Unseen Servant Creates invisible force that obeys your commands. Ventriloquism Throws voice for 1 minute/level. |
| Fire |
Burning Hands 1d4 fire damage/level (max 5d4). Burning Grasp Touch delivers 1d8+1/level fire damage. Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures. Faerie Fire Outlines subject with light, canceling Blur, concealment, etc. Fiery Eyes Your eyes glow, illuminating area; focusing beams causes ignition. Flame Bolt Shoots flaming missiles. Flash Causes a flash of light that blinds enemies. Glow Ghostly greenish-purple radiance causes fear. Handfire Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead. Lesser Fire Orb Ranged touch, 1d8 fire damage, +1 orb/two levels above 1st (max +4). Low-Light Vision See twice as far under current light. Magic Missile 1d4+1 damage per missile; 1 missile + 1/2 levels over 1st (max 5 missiles). Melt Melt ice and snow or deal 2 points of damage/level (max 10) to cold creatures. Nystul's Magical Aura Grants object false magic aura. Singe Target takes 1d4 fire damage/2 levels (max 5d4). Smoke Image Creates minor illusion of your design, out of smoke. Smoke Ladder Smoke transforms into ladder up to 10 feet long/level. |
| Earth |
Alarm Wards an area for 2 hours/level. Animate Skeleton One dead creature of Medium-size or smaller becomes a skeleton under your control. Compass Magical line points the way to named direction or place. Darklight Creates 5-ft. radius area where all can see without light. Detect Gold Detects gold or other metals. Hail of Stone Rain of stone makes ranged attack dealing 1d3/level. Ironguts Target gains +4 bonus on saving throws against poison. Iron Scarf Silk scarf becomes ranged weapon dealing 1d8 +1/level damage. Mage Armor Gives subject +4 armor bonus. Magic Stone 3 stones become +1 projectiles, 1d6+1 damage. Magic Weapon Weapon gains +1 bonus. Ray of Enfeeblement Ray reduces STR by 1d6 points + 1 point/2 levels. Repair Light Damage "Cures" 1d8+1/level damage (max +5) to a construct. Sandblast Creates a brief sandstorm in an arc. Scatterspray Targeted items scatter in a burst dealing 1d8 normal or subdual damage. Shield Invisible disc gives cover and blocks Magic Missiles. Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent. Spider Climb Grants ability to walk on walls and ceilings. |
| Water |
Acid Hands 1d4 acid damage/level (max 5d4). Acidic Curse Acid damages, blinds enemy creature. Acid Spittle Expectorate a viscous glob of acid at an opponent. Bouyancy Net Target is forced to the water's surface. Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage. Corrosive Grasp 1 touch/level deals 1d6+1 acid damage. Cure Light Wounds Cures 1d8 + 1/level damage (max +5). Erase Mundane or magical writing vanishes. Grease Makes 10-foot square or one object slippery. Ice Shard Grenadelike weapon deals 1d4 cold damage/level, plus area damage. Lesser Acid Orb Ranged touch, 1d8 acid damage, +1 orb/two levels above 1st (max +4). Lesser Cold Orb Ranged touch, 1d8 cold damage, +1 orb/two levels above 1st (max +4). Obscuring Mist Fog surrounds you. Snilloc's Snowball Snowball deals 1d6 + 1/2 levels cold damage. Speed Swim Target gains Swim speed 30. |
| Univ |
Endure Elements Ignores 5/round damage from one energy type. [Elementalists only cast the versions for their chosen elements.] Identify Determines single feature of magic item. Summon Monster I Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Battlecry Cone area effect that stuns opponents. Blur Attacks miss subject 20% of the time. Choke Target takes 1d4 points of damage each round from strangling hands. Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles. Cloud of Bewilderment Stun and blind targets. Cold Snap Numbs and injures an opponent with bone-chilling cold. Eldren's Electric Loop 5-foot radius burst deals 1d6/2 levels electrical damage plus stunning. Filter Makes subject resistant to inhaled toxins. Fog Cloud Fog obscures vision. Gaze Screen Subject has a 50% chance to avoid gaze attacks. Hypnotic Pattern Fascinates 2d4 + 1/level HD of creatures. Invisibility Subject is invisible for 10 minutes/level or until it attacks. Levitate Subject moves up and down at your direction. Lightning Blade Creates sword blade of crackling energy; deals total 1d6 damage/level. Mark of Air +2 to DEX, can create shield of air for +5 AC. Master Air You sprout insubstantial wings and can fly. Miasma Fog Cloud of fog deals 1d4 subdual damage/level. Owl's Wisdom Subject gains 1d4+1 WIS for 1 hour/level. Shatter Sonic vibration damages objects or crystalline creatures. Sound Beam Deafens creatures and deals 2d4 damage to each. Whispering Wind Sends a short message 1 mile/level. |
| Fire |
Alpha's Scorcher Path of fire deals 1d8/2 levels. Blazing Shield Protects the caster against melee and missile attacks. Body of the Sun Fire and light extend 5 ft. from caster's body. Combust Target takes 2d6 +1/level fire damage. Continual Flame Makes a permanent, heatless torch. Daylight 60-foot radius of bright light. Eagle's Splendor Subject gains 1d4+1 CHA for 1 hour/level. Fire Shuriken Throw 3 or more shuriken formed of fire; each deals 1 point + 1d4 fire damage. Firelight's Farstrike Creates a bolt of flame with exceptional range. Flame Blade Touch attack deals 1d8 + 1/2 levels damage; blade lasts 1 minute/level. Flame[/Frost] Weapon Sheaths weapon in fire [or ice]. [Fire Elementalists can only cast the Flame version.] Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level. Fox's Cunning Subject gains 1d4+1 INT for 1 hour/level. Gaze Screen Subject has a 50% chance to avoid gaze attacks. Glitterdust Blinds creatures, outlines invisible creatures. Heat Metal Hot metal damages those who touch it. Mark of Fire +2 to DEX, can cast a ray of fire. Pyrotechnics Turns fire into blinding light or choking smoke. |
| Earth |
Animate Zombie One dead creature of Medium-size or smaller becomes a zombie under your control. Arrow Flurry Transforms a single fired arrow into three. Belgos's Iron Horn Intense vibrations trip those in area. Bones of Stone Target skeletons get +3 armor bonus to AC. Bull's Strength Subject gains 1d4+1 STR for 1 hour/level. Choke Target takes 1d4 points of damage each round from strangling hands. Command Undead An undead creature obeys your commands and does not attack you. Earthfast Double Hardness and hit points of stone structure or rock formation. Earth's Embrace As long as it is touching ground, subject gains +1 AC, +1 saves, and takes half damage from all attacks. Endurance Gain 1d4+1 CON for 1 hour/level. Make Whole Repairs an object. Map Creates map of a 10 foot/level square which lasts 1 minute/level. Mark of Earth +2 to STR, can throw mass of rock. Protection From Arrows Subject immune to most ranged attacks. Rain of Needles Ranged attacks deal 1d4 damage/level to a number of targets up to your level. Repair Moderate Damage "Cures" 2d8+1/level (max +10) points of damage to a construct. Silence Negates sound in a 15-foot radius. Soften Earth and Stone Turns stone to clay or dirt to sand or mud. Undaunted Fixture Permanently binds two objects together. |
| Water |
Cat's Grace Subject gains 1d4+1 DEX for 1 hour/level. Chill Metal Cold metal damages those who touch it. Cloudburst Rain obscures vision, extinguishes fires, and hampers missiles. Create Spring Creates a spring of fresh water. Creeping Cold Deals progressive damage from cold (+1d6/round). Cure Moderate Wounds Cures 2d8 +1/level damage (max +10). Delay Poison Stops poison from harming subject for 1 hour/level. Fog Cloud Fog obscures vision. [Flame/]Frost Weapon Sheaths weapon in [fire or] ice. [Water Elementalists can only cast the Frost version.] Ice Blast Cone of ice deals 1d6 points of subdual damage/two levels and frostbite. Ice Bolt Bolt inflicts piercing, cold damage to its target. Ice Knife Ranged attack, 1d8 points of cold damage and 2 cold DEX damage. Mark of Frost +1 to AC, can throw spear of ice. Mark of Water +2 to CON, can cast a stream of water for damage. Melf's Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels. Snilloc's Snowball Swarm 20-foot radius burst of snowballs deals 1d4 cold damage/level (max 8d4). Swift Water Enhances the speed of boats and ships. |
| Univ |
Avoid Planar Effects Ignore hazards of the natural environment of one plane for 1 minute/level. Endure (Opposite) Elements Ignores 5/round damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.] Resist Elements Ignores 12/round damage from one energy type. [Elementalists only cast the versions for their chosen elements.] Summon Monster II Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Bottle of Smoke Creates a steed made out of smoke. Displacement Attacks miss subject 50% of the time. Divine Zephyr Wards area against fire creatures. Fly Subject flies at speed 90. Gas Cloud Creates invisible gas that can explode for 1d6 damage/level. Gaseous Form Subject becomes insubstantial and can fly slowly. Greater Mage Hand As Mage Hand, but medium range and 10 lbs./caster level. Gust of Wind Blows away or knocks down smaller creatures. Ice Burst Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4+10), 30-foot radius. Invisibility Sphere Makes everyone within 10 feet invisible. Lightning Bolt 1d6 electrical damage/level (max 10d6). Scintillating Sphere 20-foot radius spread deals 1d6/level electrical damage. Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep. Sleet Storm Hampers vision and movement. Stinking Cloud Nauseating vapors, 1 round/level. Touch of the Eel Electrifies target's body, doing damage to any creature that touches it. Wind Wall Deflects arrows, smaller creatures, and gases. Wind at Back Doubles overland speed of targets for 1 day. |
| Fire |
Aura Against Flame Ignore 12 fire damage/round and extinguish fires. Bottle of Smoke Creates a steed made out of smoke. Divine Flame Wards area against cold creatures. Darkfire As Produce Flame, but dark flames visible with Darkvision. Explosive Runes Deals 6d6 damage when triggered. Fireball 1d6 fire damage/level, 20-foot radius (max 10d6). Fireflow Control fire for 1 minute/level. Fire Wings Your arms become flaming wings; you can fly or burn things. Flame Arrow Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage). Flashburst Flash of light dazzles and blinds in a 20-foot burst. Flicker You randomly vanish and reappear in flashes of smoke and flame for 1 round/2 levels. Gas Cloud Creates invisible gas that can explode for 1d6 damage/level. Haste Extra partial action and +4 AC. Minute Meteors Throw 1 ball of flame/level which deals 1d4 fire damage to creature struck. Searing Light Ray deals 1d8/2 levels, more against undead. Steam Breath 1d6 damage/level, 30-foot cone. |
| Earth |
Dispel Magic Cancels magical spells and effects. Earthbolt Flying earth deals 1d6/level to creatures along its path. Feign Death Makes one willing, living creature appear dead. Greater Magic Weapon +1/3 levels (max +5). Great Knock Destroys any one barred portal. Iron Storm Creates cloud of magnetic iron filings. Keen Edge Doubles normal weapon's threat range. Leia's Copier Copy nonmagical text. Magic Vestment Armor or shield gains +1/3 levels (max +5). Magnetism Draw iron or steel objects to yourself. Meld Into Stone You and your gear merge with stone. Repair Serious Damage "Cures" 3d8+1/level (max +15) points of damage to a construct. Sepia Snake Sigil Creates text symbol that immobilizes reader. Shagrox's Venomblade You create a bladed weapon coated with a STR-damaging poison. Shatterfloor Deals 1d4/level sonic damage plus damages floor surface 6 inches deep. Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls. Steeldance Daggers become animated objects that attack foes. Undead Lieutenant Targeted undead can give orders to undead in your control. Wall of Chains Creates barrier of woven chains that has 20 hp/4 caster levels. Weapon of Impact As Keen Edge, but aids blunt weapons. |
| Water |
Acid Breath Cone of acid deals 1d6 damage/level. Acid Burst Acid deals 1d3/level damage (max 10d3) in a 20-foot radius burst, then 2d6/round for 1 round/2 levels. Cure Serious Wounds Cures 3d8 + 1/level damage (max +15). Ice Burst Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4+10), 30-foot radius. Neutralize Poison Detoxifies venom in or on subject. Poison Touch deals 1d10 CON damage, repeats in 1 minute. Pressure Sphere Increases water pressure to damage targets. Sleet Storm Hampers vision and movement. Standing Wave Transports across water. Sweet Water Creates a well to fresh water up to 100 feet down. Waterball Splash deals subdual damage. Water Breathing Subjects can breathe underwater. Water Walk Subject treads on water as if solid. |
| Univ |
Attune Form As Avoid Planar Effects, but for 2 hours/level. Enhance Familiar Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level. Magic Circle Against Elements As Magic Circle Against Good/Law/Evil/Chaos, but protects against a chosen element instead. [Each type of Elementalist can learn and cast all four versions.] Protection From Elements Absorb 12/level damage from one energy type. [Elementalists only cast the versions for their chosen elements.] Resist (Opposite) Elements Ignores 12/round damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.] Summon Monster III Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Air Walk Subject treads on air as if solid (climb at 45° angle). Coldscream Cone of damage, 1d6/level (max 10d6), half cold and half sonic. Electric Orb Ranged touch, 1d6/level (max 15d6) points of electrical damage divided as you see fit. Hidden Object Render one object permanently invisible, even to divination. Ice Storm Hail deals 5d6 damage in cylinder 40 feet across. Improved Invisibility As Invisibility, but subject can attack and stay invisible. Miasma Gas cloud suffocates target. Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter. Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away. Shout Deafens all within cone and deals 2d6 damage. Solid Fog Blocks vision and slows movement. Sonic Orb Ranged touch, 1d6/level (max 15d6) points of sonic damage divided as you see fit. |
| Fire |
Blood of Fire Four blood missiles deal 2d8 damage each. Chains of Vengeance Subject rendered helpless; takes fire damage each round. Control Light Adjust light levels up or down. Emotion Arouses strong emotion in subject. Explosive Cascade Bouncing flame ball deals 1d6/level fire damage. Fire Orb Ranged touch, 1d6/level (max 15d6) points of fire damage divided as you see fit. Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold. Fire Stride Multiple-use Dimension Door that works only through large fires. Fire Trap Opened object deals 1d4 + 1/level fire damage. Flame Vision Spies on subjects from a distance, through a flame. Ghostdweomer Creates a phantom dweomer around a spell or magic item to foil Dispel Magic attempts. Living Pyre Creature bursts into flames and suffers 2d6 Fire damage per round. Purifying Flames Burns a foe every round until extinguished. Wall of Fire Deals 2d4 fire damage out to 10 feet and 1d4 damage out to 20 feet; passing through wall deals 2d6 + 1/level damage. |
| Earth |
Aukloi's Metal Melt Melts metal object without heat. Bones of Iron Target skeletons get +5 armor bonus to AC. Chains of Vengeance Subject rendered helpless; takes fire damage each round. Dancing Blade Target sword fights independently. Dancing Chains Animates one chain per level. Evard's Black Tentacles 1d4 + 1/level tentacles grapple randomly within 15 feet. Graft Weapons Zombies and skeletons become more potent in combat. Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.). Land Womb You and one creature/level hide within the earth. Poison Needles Hail of needles deal poison damage 1d8 CON (repeats in one minute), paralysis for 2d10 minutes, or 1d10 DEX (repeats in one minute). Repair Critical Damage "Cures" 4d8+1/level (max +20) points of damage to a construct. Spelltrap Gem absorbs specified spell, explodes if touched. Spike Stones Creatures in area take 1d8 damage, may be Slowed. Stoneskin Stops blows, cuts, stabs, and slashes. Vibrate Touched creature or object vibrates violently for 1 round/level, impeding creatures and damaging objects. Wall of Deadly Chains Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 10 ft. |
| Water |
Acid Orb Ranged touch, 1d6/level (max 15d6) points of acid damage divided as you see fit. Cloak of the Sea Bestows Water Breathing, Freedom of Movement, and Invisibility in water. Cold Orb Ranged touch, 1d6/level (max 15d6) points of cold damage divided as you see fit. Freedom of Movement Subject moves normally despite impediments. Greater Creeping Cold As Creeping Cold, but has a higher damage cap. Ice Shape Sculpts ice into any form. Ice Skin Stops cuts, stabs, slashes, and fire damage. Ice Storm Hail deals 5d6 damage in cylinder 40 feet across. Murderous Mist Cloud of steam deals 2d6 damage, causes blindness, and inflicts 1d6/round thereafter. Quelabi's Potion Maker Creates a potion that must be used within 1 hour/level. Wall of Ice Creates wall with 15 hp + 1/level, or traps creatures inside hemisphere. Water to Poison Transform water into ingested poison. |
| Univ |
Elemental Ward Drive elementals away. Fortify Familiar Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level. Mass Resist Elements As Resist Elements, but affects one subject/level. [Elementalists only cast the versions for their chosen elements.] Protection From (Opposite) Elements Absorb 12/level damage from one energy type. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.] Summon Monster IV Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Alpha's Lightning Armor Absorbs 10 hp/level total electrical damage, and subject deals 1d4 electrical damage by touch. Alpha's Electrical Aura Deals 5d6 electrical damage/round to one subject, subject can deal 3d6 damage with a touch attack. Big Sky Sky spirits cause fear. Binding Winds Sound cannot penetrate to or from target, and -2 on ranged attacks. Cloudkill Kills 3 HD or less; 4-6 HD save or die. Control Winds Change wind direction and speed. Cross of Lightning Send Lightning Bolts in four directions at once. Drawmij's Flying Feat Object flies under your control, and can carry twice its own weight. Eldren's Versatile Vibration Cone of sound deals damage or moves objects. Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating. Ghostform You become incorporeal. Greater Mark of Air As Mark of Air, but subject can fly and can create a Wind Wall. Mass Fly As Fly, but affects one subject/level within range. Otiluke's Electrical Screen Wall or sphere of electrical energy does damage and partially paralyzes creatures that pass through it. Servant Horde Create 2d6 +1/level (max +15) Unseen Servants. Telekinesis Lifts or moves 25 pounds/level at long range. Wind Tunnel Ranged weapons gain +10 bonus and double range increment. |
| Fire |
Alpha's Aurora Borealis Ring of light, 1-foot/level radius, which fascinates 2 HD/level of creatures that view it, and deals damage to any that touch it. Alpha's Firefall Plume of liquid fire which strikes all in a 30-foot radius for 2d6 fire damage, and can strike any one creature within 60 feet for 4d10 damage. Plume lasts 1 minute. Alpha's Blue Blaze 30-foot cone of acidic fire deals 1d6/level damage, half of which is fire, and half acid. Alpha's Shooting Stars 1 missile/6 levels, each missile deals 8d6 damage upon striking its target. Blast Wave Deals 6d6 fire and 6d4 force damage in a 40-foot radius. Charnel Fire Consumes one corpse or undead creature. Flame Strike 1d6/level damage (half fire, half pure energy, max 15d6) in a 10-foot radius cylinder. Greater Mark of Fire As Mark of Fire, but subject has greater resistance and can cast a Fireball. Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level. Incinerate Intense flame deals 1d10 fire damage/level to target creature. Nystul's Radiant Arch Rainbow between your hands can shoot rays of various color, causing different effects, at enemies. Otiluke's Radiant Screen Colorful wall causes damage to creatures passing through it, of a type based on its color. Teleport Instantly transports you anywhere on the same plane. |
| Earth |
Animate Dead Creates undead skeletons and zombies. Elemental Shroud Cover undead under your control with auras of elemental energy. [Earth Elementalists can only create Acid and Fire shrouds with this spell.] Greater Mark of Earth As Mark of Earth, but subject gains damage reduction and casts a cone of rocks for more damage. Groundmelt 10-foot radius is covered with lava, dealing 5d6 damage/round for 1 round/level. Ironheart Grants recipient +5 bonus that can be distributed among future saving throws. Lesser Ironguard Subject becomes immune to nonmagical metal. Meld Object Merges one object into the body of a creature. Metal Skin Grants +8 natural armor bonus, -2 to DEX. Mirage Arcana As Hallucinatory Terrain, plus structures. Passwall Breaches walls up to 1 foot/level thick. Pillar of Attraction/Repulsion Creates magnetic pillar that attracts/repels metal armor and weapons. Stone Shape Sculpts stone into any form. Transmute Mud to Rock Transforms 2 10-foot cubes/level. Transmute Rock to Mud Transforms 2 10-foot cubes/level. Wall of Iron 30 hp/4 levels; can topple onto foes. Wall of Stone 20 hp/4 levels; can be shaped. Xorn Movement Target can move through natural, solid material. |
| Water |
Alpha's Blue Blaze 30-foot cone of acidic fire deals 1d6/level damage, half of which is fire, and half acid. Belgos's Acid Sheath Sheath of acid damages those who attack you, lets you make touch attacks. Cone of Acid 1d3 acid damage/level, plus 1d4/round for 1 round/level after. Cone of Cold 1d6 cold damage/level. Farral's Freezers Throw 1 ice-blue ball/level which deals 2d4 cold damage and covers target with icy coating. Greater Mark of Frost As Mark of Frost, but subject has greater damage reduction and can cast a "coldball." Greater Mark of Water As Mark of Water, but subject can breathe water and Teleport to the surface. Otiluke's Polar Screen Blue-white wall of light covers creatures that pass through it in extremely cold ice crystals. Otiluke's Steaming Sphere Steam fills a 30-foot radius sphere, obscuring vision and dealing heat damage to creatures within. Quelabi's Limited Liquification Caster assumes a liquid state. Ship Snare Creates a magic trap to slow sea vessels. Waveform Controls water waves to form virtually any shape the caster desires for 1d10 minutes. |
| Univ |
Contact Other Plane Ask question of extraplanar entity. [Elementalists can only contact creatures on the elemental planes, but can contact any elemental plane regardless of their chosen elements.] Lesser Planar Ally Exchange services with an 8 HD elemental. [Elementalists can only call elementals of their chosen elements.] Mass Resist (Opposite) Elements As Resist Elements, but affects one subject/level. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.] Permanency Makes certain spells permanent; costs XP. Summon Monster V Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal. Cacaphonic Shield Immobile shield blocks sound, deflects missiles, deals 1d6 +1/level and deafens intruders. Chain Lightning 1d6 electrical damage/level, with secondary bolts. Control Weather Changes weather in local area. Justin's Skimmer An improved version of Tenser's Floating Disk that can lift 50 pounds/level, and be used as a transport. Lightning Storm Causes an electrical storm that the caster can control. Lightning Wave 1d6/level electrical damage (max 15d6) to all within a 100-foot radius plane centered on you. Midnight's Creeping Frost Curse Frost slowly covers a structure over several days. Midnight's Lightning Web Web of electrical energy fills 1 15-foot square/level, damages creatures within it as it forms and any that try moving through or out of it. Mislead Turns you invisible and creates illusory double. Power Word, Thunder Causes a clap of deafening thunder. |
| Fire |
Disintegrate Makes one creature or object vanish. Fargrass's Translocation Trick You and target switch places and appear as each other. Firelight's Fire Spiders Swarm of Fine fire elementals attacks targets. Fire Seeds Acorns and berries become grenades and bombs. Gamma Burst Concentrated burst of intense radiation fills area for an instant. Leia's Missile Tempest Missile splits to unerringly hit all targets in range, dealing 1d12 + 3/level damage divided among them. Masol's Light Blast Incredibly intense 15-foot radius burst of light that causes flash burns and can cause permanent blindness. Mass Haste As Haste, but affects 1/level subjects. Mass Teleport As Teleport, but affects you and 1 other subject/3 levels. Prismatic Eye Orb produces individual prismatic rays as touch attacks. |
| Earth |
Fargrass's Spirit Needle Needle pins spirit in place, in corporeal form. Flesh to Stone Turns subject creature into a statue. Guards and Wards Array of magic effects protect area. Hardening Increases target object's Hardness by 1/2 caster levels. Move Earth Digs trenches and builds hills. Stonehold Stony arm trap grapples and damages creatures. Stone Tell Talk to natural or worked stone. Stone to Flesh Restores petrified creature. Stone Walk Linked areas allow multiple teleportations. Suppress Glyph You notice but do not trigger magical writing traps. Thousand Needles Subject takes 2d6 damage and a -4 penalty on attacks, saves, and checks. |
| Water |
Acid Fog Fog deals acid damage. Blizzard Massive snow storm in a wide radius deals damage and cuts movement to half normal. Control Water Raises, lowers, or parts bodies of water. Farral's Freezing Claw Magical claw deals cold damage with a touch and freezes targets solid. Midnight's Creeping Frost Curse Frost slowly covers a structure over several days. Otiluke's Freezing Sphere Freezes water or deals cold damage. Watermorph You transform yourself into water. |
| Univ |
Imbue Familiar With Spell Ability You transfer spells to your familiar. Planar Ally As Lesser Planar Ally, but up to 16 HD. [Elementalists can only call elementals of their chosen elements.] Summon Monster VI Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Cloudwalkers Clouds support creatures, allowing flight. Electrosphere 5 foot/level radius burst of lightning bolts, dealing 1d8/level electrical damage. Freeze Target is frozen solid. Great Thunderclap Loud noise causes stunning, deafness, and knocks prone in a large area. Mass Invisibility As Invisibility, but affects all in range. Sequester Subject is invisible to sight and scrying. Storm Tower Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement. Wind Walk You and your allies turn vaporous and travel fast. Zeroball Burst of cold freezes everything in the area, trapping and damaging all within. |
| Fire |
Brilliant Aura Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels. Delayed Blast Fireball 1d8 fire damage/level; you can delay blast for 5 rounds. Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level. Firelight's Falterless Fire Creates a burst of persistent flame. Fire Storm Deals 1d6 fire damage/level (max 20d6), within 2 10-foot cubes/level. Holy Star Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire. Prismatic Spray Ray hits subjects with a variety of effects. Sunbeam Beam blinds and deals 3d6 damage. |
| Earth |
Blood to Dust Transformation instantly kills a target creature. Bombardment Falling rocks deal 1d8 damage/level and bury targets. Daggers of Nandra Creates a cloud of tiny blades that inflict 1d4 points of damage per round. Earthquake Intense tremor shakes 5-foot/level radius. Eruption Magma erupts in a 30-foot radius, dealing 10d6 damage/round for 1 round/level. Greater Ironguard Subject becomes immune to metal with less than a +3 enhancement bonus. Master Earth Travel through the earth to any location. Phase Door Invisible passage through wood or stone. Statue Subject can become a statue at will. Vulnerability Reduces an opponent's Damage Reduction. |
| Water |
Acid Rain Acidic storm deals damage in a 40-foot radius every round, for 1 round/level. Farral's Ice Claw Prison Ice claw grapples and deals normal and cold damage. Freeze Target is frozen solid. Simulacrum Creates partially real double of a creature. Slipstream Allows a boat or ship to travel much faster, for 1 hour/level. Whirlpool Creates a powerful whirlpool, 50 yards/level in diameter, in a large body of liquid. Zeroball Burst of cold freezes everything in the area, trapping and damaging all within. |
| Univ |
Elemental Body Gain the powers of an elemental for a time. [Elementalists only cast the versions for their chosen elements.] Elemental Immunity Subject is immune to damage from one form of elemental energy. [Elementalists only cast the versions for their chosen elements.] Plane Shift Up to 8 subjects travel to another plane. [Elementalists can only transfer to the Material Plane, Ethereal Plane, or one of the Inner Planes.] Summon Monster VII Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Ball Lightning Creates magical balls of electricity which shield you, and can be used to attack your enemies. Cloudboat Cloud becomes a flying ship for you and your allies. Cloud of Doom Poisonous cloud forces all within to save or die. Great Shout Devastating yell deals 20d6 sonic damage; stuns creatures, damages objects. Phantasmal Thief Creates an unseen force that steals from others. Stormrage Fly, Wind Wall, protection from strong winds, and make electrical attacks. |
| Fire |
Belgos's Blackflame Surrounds the subject in an inferno of black fire. Gamma Zone Fills area with dangerous radiation for 1 day/level. Incendiary Cloud Cloud deals 4d6 fire damage/round, for 1 round/level. Prismatic Wall Wall's colors have array of effects. Sunburst Blinds all within 10 feet, and deals 3d6 damage. |
| Earth |
Cast in Stone Petrifying gaze attack. Fossilize Kills subject creature and petrifies it simultaneously. General of Undeath Increases your maximum HD of controlled undead by 10 times your level. Iron Body Your body becomes living iron. Maze Traps subject in an extradimensional maze. Trap the Soul Imprisons subject within gem. |
| Water |
Befoul Large amount of water becomes poisonous. Clone Duplicate awakens when original dies. Drown Creature's lungs fill with water. Farral's Field of Icy Razors Creatures in area take normal and cold damage, may be Slowed. Horrid Wilting Deals 1d8 damage/level within 30 feet. Quelabi's Waterbone Curse Target becomes a soft-bodied oozelike creature. |
| Univ |
Greater Planar Ally As Lesser Planar Ally, but up to 24 HD. [Elementalists can only call elementals of their chosen elements.] (Opposite) Elemental Immunity Subject is immune to damage from one form of elemental energy. [Elementalists only cast the versions for the opposite of their chosen elements. For instance, an Air Elementalist can protect against either Fire or Acid (the choices for Earth Elementalists) using this spell.] Summon Monster VIII Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
| Air |
Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area. Cyclone Summons a massive, powerful cyclone under your control. Freedom Releases creature suffering Imprisonment. Long Chain Lightning 1d8 damage/level; secondary and tertiary bolts. Thunderswarm Deals 16d8 points of lightning damage, plus bursts. |
| Fire |
Gammacleanse Permanently reduces radiation in area to harmless levels. Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level. Meteor Swarm Deals 24d6 fire damage, plus bursts. Prismatic Sphere As Prismatic Wall, but surrounds on all sides. Spontaneous Combustion Target bursts into flame from the inside out. |
| Earth |
Gammacleanse Permanently reduces radiation in area to harmless levels. Implosion Kills 1 creature/round. Imprisonment Entombs subject beneath the earth. Mass Eruption Deal 20d6 damage in a 50-foot radius, for 1 minute/level. |
| Water |
Absolute Zero Burst of cold freezes the air itself solid, trapping and damaging all in area. Avalanche Wave of slush deals 1d4 cold damage/level and moves targets. Splut Target must save or die, and takes 1d6/level acid damage even on a successful save. Tsunami Creates a tidal wave in a large body of liquid, under your control. |
| Univ |
Elemental Aura You receive extra powers depending on your chosen element. Elemental Swarm Summons 2d4 Large, 1d4 Huge elementals. [Elementalists can only summon elementals of their chosen elements.] Estate Transference Transfers your fortress to your chosen elemental plane. Summon Monster IX Calls elemental to fight for you. [Elementalists can only summon creatures of their chosen elements.] |
Spells are listed by Naturalist subclass within each level. Spells from the Player's Handbook are listed in red. Spells which appear in multiple subclasses' spell lists appear in each of the appropriate lists below; that is, there are duplicate entries for them. This is necessary because (as of yet) there is no equivalent to a "Universal school" among Naturalists.
| Creator |
Arcane Mark Inscribes a personal rune (visible or invisible). Clean Cleans grime and dirt from one object or person. Cure Minor Wounds Cures 1 point of damage. Dancing Lights Figment torches or other lights. Detect Magic Detects spells and magic items within 60 feet. Ghost Sound Figment sounds. Light Object shines like a torch. Mage Hand 5-pound telekinesis. Prestidigitation Performs minor tricks. Purify Food and Drink Purifies 1 cubic foot/level of food or water. Quick Sober Cures the target of alcoholic or other intoxication/drunkenness. Read Magic Read scrolls and spellbooks. Resistance Subject gains +1 on saving throws. Virtue Subject gains 1 temporary hit point. |
| Energist |
Arcane Mark Inscribes a personal rune (visible or invisible). Chill/Warmth Slowly raises or lowers temperature. Dancing Lights Figment torches or other lights. Detect Magic Detects spells and magic items within 60 feet. Flare Dazzles one creature (-1 attack). Ghost Sound Figment sounds. Light Object shines like a torch. Mage Hand 5-pound telekinesis. Prestidigitation Performs minor tricks. Ray of Frost Ray deals 1d3 cold damage. Ray of Heat Ray deals 1d3 heat damage. Read Magic Read scrolls and spellbooks. Spark Creates a tiny spark. |
| Faunist |
Arcane Mark Inscribes a personal rune (visible or invisible). Detect Magic Detects spells and magic items within 60 feet. Detect Poison Detects poison in one creature or object. Know Direction You discern north. Prestidigitation Performs minor tricks. Quick Sober Cures the target of all alcoholic influences. Read Magic Read scrolls and spellbooks. Virtue Subject gains 1 temporary hp. |
| Negator |
Arcane Mark Inscribes a personal rune (visible or invisible). Bleeding Disease Initiates a contagious sickness in a random individual. Daze Creature loses next action. Detect Magic Detects spells and magic items within 60 feet. Detect Poison Detects poison in one creature or small object. Disrupt Undead Deals 1d6 damage to one undead. Distort Shadow Change the shape of any ordinary shadow. Fumble Creature drops an object it is holding. Ghost Sound Figment sounds. Inflict Minor Wounds Touch attack, 1 point of damage. Prestidigitation Performs minor tricks. Ray of Frost Ray deals 1d3 cold damage. Read Magic Read scrolls and spellbooks. Spoil Food and Drink Spoils 1 cu. ft./level of food or water. Steal Sleep Transfers need to sleep to target creature. |
| Materialist |
Arcane Mark Inscribes a personal rune (visible or invisible). Clean Cleans grime and dirt from one object or person. Detect Magic Detects spells and magic items within 60 feet. Mending Makes minor repairs on an object. Open/Close Opens or closes small or light things. Prestidigitation Performs minor tricks. Read Magic Read scrolls and spellbooks. Resistance Subject gains +1 on saving throws. Shockwave Knock a foe prone from a distance by punching the ground. |
| Florant |
Adhere to Wood Caster's skin sticks to wooden surfaces. Arcane Mark Inscribes a personal rune (visible or invisible). Clean Cleans grime and dirt from one object or person. Create Water Creates 2 gallons/level of pure water. Daze Creature loses next action. Detect Magic Detects spells and magic items within 60 feet. Detect Poison Detects poison in one creature or small object. Prestidigitation Performs minor tricks. Purify Food and Drink Purifies 1 cubic foot/level of food or water. Read Magic Read scrolls and spellbooks. Sneeze Causes target to sneeze. |
| Creator |
Alarm Wards an area for 2 hours/level. Animate Rope Makes a rope move at your command. Bless Allies gain +1 attack and +1 on saves against fear. Bouyancy Net Target is forced to the water's surface. Cure Light Wounds Cures 1d8 + 1/level damage (max +5). Detect Psionics Detects powers and psionic items within 60 feet. Endure Elements Ignores 5 damage/round from one energy type. Hold Portal Holds door shut. Identify Determines single feature of magic item. Nystul's Magical Aura Grants object false magic aura. Nystul's Undetectable Aura Masks magic item's aura. Protection From Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders. Remove Fear +4 on saves against fear for one subject +1/4 levels. Salamar's Quiet Contemplation Causes enemies to grow passive and philosophical. Shield Invisible disc gives cover and blocks Magic Missiles. Silent Image Creates minor illusion of your design. Unseen Servant Creates invisible force that obeys your commands. |
| Energist |
Burning Hands 1d4 fire damage/level (max 5d4). Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage. Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures. Faerie Fire Outlines subject with light, cancelling Blur, concealment, etc. Flame Bolt Shoots flaming missiles. Flash Causes a flash of light that blinds enemies. Magic Missile 1d4+1 damage; +1 missile/two levels above 1st (max 5). Nystul's Magical Aura Grants object false magic aura. Shocking Grasp Touch delivers 1d8 +1/level electricity. Tenser's Floating Disk 3-ft. diameter horizontal disk that holds 100 pounds/level. Ventriloquism Throws voice for 1 minute/level. |
| Faunist |
Acid Spittle Expectorate a viscous glob of acid at an opponent. Animal Friendship Gains permanent animal companions. Calm Animals Calms 2d4+1/level HD of animals, beasts, and magical beasts. Disguise Self Changes your appearance. Chameleon Skin Gives +1 bonus per level to Hide (max +10). Detect Animals or Plants Detects species of animals or plants. Enlarge Object or creature grows +10%/level (max +50%). Expeditious Retreat Doubles your speed. Feather Fall Objects or creatures fall slowly. Glue Makes a 10-foot square surface sticky. Grease Makes 10-foot square or one object slippery. Hypnotism Fascinates 2d4 HD of creatures. Jump Subject gets +30 on Jump checks. Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage. Mount Summons riding horse for 2 hours/level. Rabbit Feet Gives +2 bonus/level to Move Silently. Reduce Object or creature shrinks 10%/level (max 50%). Sethris's Potency Increases a natural poison's DC. Spider Climb Grants ability to walk on walls and ceilings. Summon Monster I Calls outsider to fight for you. Summon Nature's Ally I Calls creature to fight. |
| Negator |
Acid Hands 1d4 acid damage/level (max 5d4). Bane Enemies suffer -1 attack, -1 on saves against fear. Cause Fear One creature flees for 1d4 rounds. Chill Touch 1 touch/level deals 1d6 damage and possibly 1 STR damage. Detect Undead Reveals undead within 60 feet. Disappear Caster becomes invisible for 2 rounds. Entropic Shield Ranged attacks against you suffer 20% miss chance. Erase Mundane or magical writing vanishes. Gloom Creates an area of shadowy "light" around a touched object. Inflict Light Wounds Touch, 1d8+1/level damage (max +5). Invisibility to Undead Undead can't perceive 1 subject/level. Magic Weapon Weapon gains +1 bonus. Nahal's Wild Surge Causes a wild surge. Obscure Shadow Makes an ordinary shadow disappear. Protection From Good +2 AC and saves, counter mind control, and hedge out elementals and outsiders. Ray of Enfeeblement Ray reduces STR by 1d6 points +1 point/2 levels. Reshape Shadow Changes the shape of a natural shadow. Shade's Sight Creature touched may look from nearby shadows. Sleep Put 2d4 HD of creatures into comatose slumber. |
| Materialist |
Alarm Wards an area for 2 hours/level. Animate Rope Makes a rope move at your command. Detect Gold Detects gold or other metals. Detect Secret Doors Reveals hidden doors within 60 feet. Hold Portal Holds door shut. Identify Determines single feature of magic item. Mage Armor Gives subject +4 armor bonus. Magic Stone Three stones become +1 projectiles, 1d6+1 damage. Magic Weapon Weapon gains +1 bonus. Shockwave Strike Transmit the force of a bludgeoning weapon through the ground to an opponent. Trigger Rune Triggers a previously placed, magical rune from a distance. |
| Florant |
Calm Animals Calms 2d4+1/level HD of animals, beasts, and magical beasts. Charm Person Makes one person your friend. Detect Animals or Plants Detects species of animals or plants. Entangle Plants entangle everyone in a 40-foot radius circle. |